Really interesting creature (I believe that any flash creature has some merit). Most of the time it's an overpriced limited counterspell, but it can sometimes protect our own spells from fow or flusterstorm. When Queller leaves play the opponent can cast the spell, but maybe then it's too late for them.

Spellstutter sprite has a similar effect, and thought it saw play some years ago, now it sees 0 play in vintage or legacy. However sprite effectively counters cc0 and cc1, while this card can ~~counter ~~exile cc2 and cc3. The cost is higher too.

This it's only a 2/3, so it's not something terribly aggro, but every 2 damage counts (trinket mage has won too many matches). In a creature deck this can effectively be a time walk, while adding more damage next turn.

It is exile and not counter, so it works well against uncounterable thought knot seers and Abrupt decays.

The fact that they get the spell if it gets removed is not negligible, but if you counter a counterspell with it, likely it will fizzle for lack of target. Also works with the eldrazi processor cards to remove the card from exile, but I am not sure there are any worthwhile processors to team this up with.

Seems strong but also situational, and spirit is not really a relevant creature type yet. I think it spirit every gets tribal enough this may be very strong.

Really interesting creature (I believe that any flash creature has some merit). Most of the time it's an overpriced limited counterspell, but it can sometimes protect our own spells from fow or flusterstorm. When Queller leaves play the opponent can cast the spell, but maybe then it's too late for them.

Spellstutter sprite has a similar effect, and thought it saw play some years ago, now it sees 0 play in vintage or legacy. However sprite effectively counters cc0 and cc1, while this card can ~~counter ~~exile cc2 and cc3. The cost is higher too.

This it's only a 2/3, so it's not something terribly aggro, but every 2 damage counts (trinket mage has won too many matches). In a creature deck this can effectively be a time walk, while adding more damage next turn.

Thoughts?

With the abundance of StPS and lightning bolt right now I think this is the wrong meta for this creature. You cast this against any white deck as a counter they just stp it and recast their spell. Against red, its a bolt to kill it.
Though I do see its has flying. A 2/3 flying body in a u/w moat shell is nothing to sneeze at. Add potential utility, even if it is questionable quality due to the meta. I could see this guy seeing some play. But if he was released this time last year or even very early this year I think he have been stronger.

This card is awesome and I love it. Mixing your counterspell slot with your win-con slots? Flash flying creature for control decks? Yes, please! Even better, it's got the old Oblivion Ring style triggers, so it works fantastically with Blinky the Eldrazi (Displacer) to exile uncounterable spells forever. Card is nuts!

Not all cards that are nuts ever see play in Vintage. I have no idea where this fits in Vintage, currently. But it sure seems playable!

I'm in for a bunch once the pre-sale hype deflates (this card is so-so in standard) and it's not longer retailing for 8 bux a pop.

I've been testing Spirit Tribal and I must say it feels like a better Merfolk deck. Your guys have Flying, which might as well be Islandwalk. They can easily gain Hexproof (Drogskol Captain and Rattlechains), and have Spell Queller and Mausoleum Wanderer for counter magic beats, and Spirit of the Labyrinth for disruption. The board gives you a plethora of disruption Spirits for the matchups across the board.

I've been testing Spirit Tribal and I must say it feels like a better Merfolk deck. Your guys have Flying, which might as well be Islandwalk. They can easily gain Hexproof (Drogskol Captain and Rattlechains), and have Spell Queller and Mausoleum Wanderer for counter magic beats, and Spirit of the Labyrinth for disruption. The board gives you a plethora of disruption Spirits for the matchups across the board.